The Sixty Second Version

Do a superior jungle path, with a leash.
Get to level 6 as fast as you can.
Gank as much as you can from then on.
Ward, ward, ward.

And that's about it for what you MUST know.

Introduction

This is my first guide on Mobafire so please don't downvote me or anything because this is my first guide.

Amumu is a very fun tank with a very powerful ultimate that can cripple an entire team if used right. I personally find him to be a very good jungler because he ganks more than he jungles. If you are looking for someone like this, then you must try Amumu. I think Amumu should be a close to top-tier jungler because, believe it or not, I actually outjungled Warwick once o.o

The left icon is for the build I normally go with and is dependent on your team. You are relying on your team to know what their doing and so giving them the baton to carry the team. The right icon focuses more on yourself and your survival and is used when your team has no idea what to do.

As a side note and a warning there's a block of text heading your way. The contents page tends to help the impatient.

Update Log - Relating to Amumu

Update Log

This is huge, skip if you're in a hurry.

As a note, I will put in everything for everyone and every item for the CURRENT patch. When the next patch comes in, the Amumu related is moved to the log above. Everything else that's not connected to this guide is cleaned and recycled.

This is the key:Red for damage/AP buff/nerfGreen for additional skill buff/nerfPurple for base stat buff/nerfWhite for bug fixes and character changes

Patch v1.0.0.122New Champion
Wukong the Monkey King (complete rip off of Journey to the West -.- btw BEST STORY EVA)

Missile speed increased to 1300 from 1000
Mana cost reduced to 70/75/80/85/90 from 80/85/90/95/100
Slow increased to 35% from 25%
Damage amplification provided by using skill reduced to 5% at all levels from 8/10/12/14/16%Ability Power ratio increased to 1.0 from 0.8

Passively gives 5-20/10-30/15-40/20-50/25-60 bonus Attack Damage depending on how wounded Tryndamere isOn use, consumes all fury to heal for 30-80/40-135/50-190/60-245/70-300 hp depending on how much fury he has
Cooldown adjusted to 12 seconds at all levels from 12/11/10/9/8 seconds

Item Updates

Pros / Cons

Pros

Highly useful ult
Strong for a non-tier 1 jungler
Very fast at killing dragon and baron
Very strong ganker from the jungle
Fast and safe jungler
Undead

Cons

Prone to counter jungling - 90% of Amumu junglers start at blue
Slow compared to faster junglers like Warwick and Nunu
Pretty useless without blue early game
Very slow skillshot stun (compared with other skillshots like

Bear in mind it is possible to jungle with Amumu while not starting at blue, however this guide will not cover that path.

Runes

I choose Greater Mark of Magic Penetration because believe or not Amumu actually deals a lot of magic damage with his second, especially on powerful neutrals like blue, red, dragon and baron. Greater Seal of Armor are basically a must on all junglers as the early game armour is just invaluable to stop you from dying. Greater Glyph of Magic Resist. As a tank, it would be your job to stay in the front line and take all the damage they got. The best way to do that and not die is to get magic resist runes. They tend to be especially effective against any early game ganks as most jungle ganks early game relies on spells to be useful.

Alternatives

Greater Seal of Replenishment is viable for Amumu due to his lack of mana. This is only useful early game when Amumu doesn't have blue buff because of counter jungling, dying, you know the drill. Only get at max 4 of these, if you are still running out of mana with these and blue buff, you are doing something seriously wrong. Greater Glyph of Scaling Magic Resist is useful if you want more magic resist towards end game against casters. I personally wouldn't recommend these because at late game as the tank, you have the two roads of either winning th teamfight, or dying completely so there's not much point to that extra magic resist. Greater Quintessence of Movement Speed is the last choice, because Amumu is quite dependent of speed to keep people in his second and you may need to sacrifice Boots of Swiftness for Mercury's Treads if there is a lot of cc's on their team.

Masteries

I take 1/19/10 masteries with the standard jungler needs in them.

Offense

I take one point in Plentiful Bounty to get the extra gold and cdr for Smite

Defence

I run the standard defence masteries with care to max out damage reduction from minions and reduced phyical damage taken. I don't take anything in dodge, mainly because dodge can be very counter-productive on Amumu as he relies on getting hit to charge up his Tantrum. Late game, minions do 1 damage on Amumu if he has had an average game at the least so it isn't very important to get dodge on Amumu.

Utility

I run 3 points in reduced death time as it is very possible you will die as the tank. I also take 4 points in Awareness for the experience; without which no jungler is of any use to their team. I also run 2 points into continued buff duration as Amumu is rather dependent on blue buff early game.

Keep in mind that there is a second way to build Amumu's masteries (right icon) if you want to be completely tank with 0/21/9 masteries, althought this isn't recommended.

Summoner Spells

Smite is the number one most important summoner spell for all junglers without which efficient jungling cannot be done. Warwick users don't always get Smite and that is counter-productive, as that defeats the purpose of jungling because his jungling speed is reduced. Likewise, Amumu requires Smite or else he can't jungle so make sure you grab it.

Alternatives

Ghost is never a bad choice as it gives more distance in the long run. The key is in the long run, something which someone like Amumu may not always have as he needs the distance in the short run to get anything done.

Fortify is never a bad choice for a team, but Amumu needs his other summoner spells to be able to be effective, however, if you see a load of backdoorers on the other teams such as Twisted Fate, Tryndamere, Master Yi etc and no one on your team has Fortify, you can choose to grab it.

Spells you can try (and fail with epicly)

Heal is a pretty useless spell on everyone except on supports, and even then it's not that good. Exhaust is only really useful to counter an ad dps in a 1v1 like Xin Zhao, which is something you personally do not want to do as you will have no way to win the fight. Clairvoyance is useful only on supports and the occasional Caitlyn. Clarity isn't good enough to take care of your mana needs, but blue buff is. Cleanse is only useful on carries, Amumu is a tank and it is his job to take the cc's and deal with it, if you really are bogged down, try Mercury's Treads or Eleisa's Miracle Ignite isn't useful unless you need the extra damage to finish off someone. Someone else may need this, but you surely don't.Pretty useless on just about anyone.Does this have any use at all???

Skills

Cursed Touch is Amumu passive, and is extremely effective for jungling and for crippling enemies against your fed Malzahar by lowering their magic resist by 35, which reduces the resistance on just about any champion to 0 if they build no magic resist items.

Bandage Toss is Amumu's first skill and this is what you use to initiate a gank from the jungle. Bear in mind the speed of the skillshot is rather slow so it may pay to drop it a little bit in front of your target so they run into it. This skill has several uses:

Used to stun someone for a gank.
Useful for jumping over walls by using on neutral minions.
Useful for initiating with your

ultimate.

Skill this at either level 4 or 5 depending on the situation and how overextended the enemy team is.

Despair is Amumu's second skill and is what makes him viable as a jungler. When toggled on, it drains mana for aoe per second damage on nearby enemies depending on their maximum health. This makes Amumu extremely useful against that 6-layered Warmog Vladimir with over 9000 hp. This skill is also very useful for killing neutral minions like dragon and baron.

The most interesting use for this skill is close-range chasing. The last time you chased someone, you probably got them to half a bar, hit them once, sadly did not kill them and then watch them run away because the attack you made slowed you down. Well, with this skill, you simply pop it and run after them without attacking, they will die by themselves :)

Tantrum is Amumu's third and this is what makes minions do absolutely nothing on you. It reduces all incoming physical damage by 10 and allows Amumu to deal aoe magic damage to all opponents nearby. The most interesting aspect of this skill is that the more you are hit, the more the cooldown is reduced.

Get one point in this at level 2 and max it first as it is the most important skill mid game. With Tantrum, you do not get dodge runes and masteries nor do you get Ninja Tabis, you want to be hit so as to deal more damage.

Curse of the Sad Mummy is Amumu's ultimate, which is what usually gets him banned in ranked. When this is used, a large aoe around you get put into complete DEFCON 1 security lockdown on all enemies in there. They become unable to do anything except use aoe skills (which really isn't much, I assure you of that). The uses for this ultimate are primarily to:

Initiate- with this skill, all enemies are rendered useless and allows your teammates to position themselves for abilities and grand mal super ownage ultimates. The best way to do this is to bandage toss onto the most unfortunate enemy who has to be in the middle and pop. Any caught enemies are basically dead as your team rushes forward and any who aren't get the hell out. A psychological advantage is then created and maintained as any premade plans they had are abandoned.

Escape/Rescue- the last time your Zilean was warping himself to the max because of 5 hyperactive people were going after him, you probably couldn't do much. With Amumu, you simply wait in the jungle, signal that half dead Zilean to go to you, and pop your ultimate when they're all too stupid to not go into that patch of brush. If your lucky, you'll get them all and be able to run the hell out with Zilean and, if you are unbelievably lucky, your teammates would have gotten the drill and would be pouncing in on them and getting themselves an ace.

Core Items and Build Sequences

Philosopher's Stone

These items are the core items that I always go after first when I am jungling, this should still be the same doesn't matter if you're jungling or laning, the only difference should be the starting set of items.
The way in which I buy my items is to start with a cloth armor and 5 health potions. I do one round of jungle which would bring me up to level 4 with roughly 550 gold (not counting any potential successful ganks). I then recall back to buy boots of speed. REMEMBER TO BUY AT LEAST ONE WARD!!!.Warding is extremely important to prevent any potential ganks and to keep safe game-turning changes in the battle, examples including dragon and Baron Nashor. A later chapter will focus on warding the map.

The two gold per ten items there are simply to help with jungling (by giving health and regen) and to give a slight boost to Amumu's gold count; being a jungler, his only source of gold would be jungle creeps, which stop being an important part of Amumu's jungle game after level 6 when he starts ganking. What does this mean? This means that without his precious gold per ten items, Amumu would really fall behind on his gold during mid game unless he gets a million ganks in.

I take Boots of Swiftness because Amumu is one of the most position-based champions in the game, and as such require high movement speed to be really effective. Aegis of the Legion is simply too good an item to pass up, as the "small" boost it gives actually makes quite a difference during mid-early game, when no one really has their core items, plus, it quite fortunately builds from the cloth armor you bought at the start.

Other varying items you can take include Mercury's Treads instead of Boots of Swiftness if you are having trouble with cc's and casters, as it gives good magic resist and 35 Tenacity.

After taking these core items, a mix and match of luxuries must be taken depending on the team you're facing, there is no "one build", as it will vary depending on the team.

Defence Items - Against Balanced Team

When fighting against a team with a balance of AD and AP champions, the items to take to maximize efficiency to fight them relies on getting items that boost you're own survival and aiding your teammates.

Eleisa's Miracle is a good item to take against a balanced team. It gives 25 Tenacity to reduce cc's and is a very good substitute for Mercury's Treads. I would recommend this item if you did not take Treads.

Warmog's Armor is a very good choose because it gives a massive amount of health and hp regen and gives overall survivability.

Shurelya's Reverie is also a good item as it gives regen like Eleisa's Miracle. As a note, you should only get this item if your teamfights always end up with one or two people running away at very low health from the other team. Otherwise, get Eleisa's Miracle.

Guardian Angel comes into handy as it gives both armor and magic resist. The big thing is the revive. This item is viable for Amumu even in solo queue because the resistance itself is good enough and the revive can be very useful in the situation that you are pinned down with cc's the moment you enter a teamfight and cannot cast your ultimate. That can be avoided by reviving after they kill you and then use your Curse of the Sad Mummuultimate.

As a side note about Guardian Angel, the passive WILL NOT WORK if you are, for some reason I don't want to know about, find yourself getting owned by the enemy's obelisk (the thing that goes berserk on you when you enter the enemy team's base).

I've tried Soul Shroud for Amumu and found that it is useful against a balanced team because of the health bonus and mana regen. However, I personally would get this item for the cdr. Recommended to teams with long cd for ultimates like Karthus with his Requiem.

Defence Items - Against AD Oriented Team

When you are fighting against an AD oriented team with around 2-3 AD champions like Ashe, Ezreal and Caitlyn, take the items below.

Thornmail is the number one counter to AD fighters such as Xin Zhao. Note they are powerful against fighters because of their healing capabilities. If the opponent doesn't have healing capabilities apart from lifesteal, if might be better to build this item late, like the fifth or sixth item.

Randuin's Omen, as the most powerful physical defence item, is the item you should rush if the enemy team is too AD oriented. Coupled with your ultimate and this item's active, you essentially cripple all AD DPS champions for 5.5 seconds if used in succession, giving you a massive edge in teamfights. Do note that this item can be used to escape as well, as it also slows movement speed by a large amount.

Sunfire Cape is a very powerful item for Amumu and, before its nerf, was a core on Amumu. Even after its nerf, sunfire is still a very good item on Amumu as it gives decent health and armor and gives a boost to dragon and Baron speeds, I've found that with this item and only a support character with me, I can kill Baron a full 20 seconds earlier than without this item. Highly recommended even if the other team is rather balanced.

Frozen Heart is a last option if the enemies are just attacking way too fast for you to cope, like the last time you saw Xin Zhao getting a sugar rush (wonder what type of sugar he eats >.>). The cdr is very good for your ultimate to recharge faster and gives decent mana along with a large amount to armour. Recommended only if you cannot cope (because the attack speed reduction conflicts with your Tantrum).

Defence Items - Against AP Oriented Team

When fighting against a more AP oriented team, the following items should be good to counter.

Banshee's Veil is undoubtably the best item in this category as it gives a large portion of magic resist and decent health and mana. The unique passive however, is what we get this item for. It blocks a negative spell for you every 45 seconds. This is very good if you find yourself unable to land your ultimate because the cc's are too fast. this item will gives you enough protection to land your ultimate, which should be the death warrant of anything that's caught by it.

Force of Nature is also another great item to counter casters as it gives the highest magic resist out of any one item, providing with higher survivability. Apart from this, everything else this item gives synergies very well with Amumu; the increase health regen can only be good on a tank and the increase in movement is very important for the speed hungry little mummy.

Luxury Items

Any of the following items isn't a good choice on Amumu unless you are really winning, and I mean winning harder than a full health Vladimir against a 5 health whatever. These items are good in that they boost Amumu's, and possibly his teammates', damage.

Abyssal Mask is a good item to get if the enemy is building magic resist as it gives 20 magic resist reduction which, coupled with your passive, grants a total of 55 magic resist reduction, significantly reducing their Morderkaiser with 3 Force of Natures ability to tank for his team against your casters. It also gives flat AP and magic resist.

Leviathan, as a snowball item, isn't too good a choice on any one, especially not one to charge into a teamfight and risk dying (your job btw). If you play too terribly defensively to maintain stacks, then it becomes counter-productive and it is in your best interest to lose it. That being said however, it can give a very large hp boost if you are let to live, and once you DO hit twenty stacks (which shouldn't be hard if you are winning -.-), you will take 15% LESS DAMAGE. This is huge for any tank as that drastically improves your survival rate. Anyways, good item for either trolling (-.-) or if your raping.

Rylai's Crystal Scepter is an exceptional item on Amumu because the moment Amumu lands a skill on an enemy, its over. The passive grants Amumu slows on all his abilities, and by having a continuous aoe ability, Amumu can also inflict continuous aoe slow on his enemies, letting any slowed, stunned or otherwise cc'ed teammates to catch up.

Zhonya's Hourglass is a good choice if you decide you will be tower diving every minute or so. The active lets you rush in, pop your ult, kill them (ideally), and then get the hell out without dying.

ALL ITEMS STATED IN THIS SECTION IS COMPLETELY SITUATIONAL AND IS ONLY VIABLE IF YOU ARE ABSOLUTELY SURE YOU ARE WINNING.

Jungling and Amumu

Introduction

OK, here we are at last, the jungling section. For those who do not understand the term jungling, it is the action of not going into a lane with your champion, but staying in the "jungle", or the fog of war areas in between each lane, killing neutral minions that spawn there. The point of jungling is so that your team will essentially have 3 solo lanes, boosting experience gain and gold gain for the entire team's overall performance.
A video by stonewall008 explaining what a jungler's job is and the aspects of a powerful jungler is shown:
Note that Amumu just "barely edges out" as a top jungler. This means that he is very close to having the aspects in the video that a powerful jungler has. It has been noted in the video that no "king" excels at all of them.
Amumu:Excels at

Build versatility by having to start with cloth armor and 5 health potions and nothing else
Sustained jungling by requiring blue buff to jungle effectively

Amumu is one of the less powerful junglers when compared to others like Master Yi, Warwick and Nunu because Amumu is not a self-sustainable jungler, meaning he cannot heal himself by relying solely on his skills. This means he has to follow a specific path to prevent himself getting killed by minions in the jungle, compared to someone like Warwick who may choose any path through the jungle.

What does all this mean? All of this means that Amumu must follow a specific path in order to maximize his leveling and his resources. This path is displayed below:The black lines represent the path you take with the numbers meaning the order in which you kill the minions, the blue dots are where the minions are on the map. The red arrows represent the best paths to take when ganking. Ideally, ganking can start at around level 4, by which time you would have Boots of Speed and both buffs, however, this is rarely the case, and therefore it is best if u repeat the jungle camps 2, 3 and 4, by which time you are likely to have had hit level 6 and are ready to gank.

The general rule is, pop Despair and spam Tantrum and focus the strongest minion (blue golem, red lizard, big wolf and biggest wraith) and stop Despair when it is dead. Auto attack and Tantrum the rest to death. If you run out of mana, don't panic, simply keep Despair up when you can and do not use Tantrum.

Ganking

When ganking, it is important to note that your teammates must also be aware that you are preparing to gank, this is often not a problem, as a jungler waiting patiently in the side of the brush usually signifies a gank ready to happen. The bigger problem is determining who to gank.

Often, the best person to gank is the one with the lowest health, if they have the same health, then you go for the weaker one (for example, if you are ganking a Singed and a pre-level 6 Ashe, then of course you run Ashe over and leave Singed well alone). The steps to ganking are simple, wait for them to go past where you're hiding, run behind them ( Bandage Toss here if they're getting back to their tower) and ult. Hopefully your teammates are alert enough and will help you quickly kill your target, maybe picking up a double kill if you're lucky. Preferably the kills go to the carry, but if you take it by accident, there is nothing wrong with that.

The interesting thing about jungle Amumu is that Amumu is a fairly weak jungler, but an exceptionally strong ganker with his ultimate, which means that it is best for you to get to level 6 as fast as possible and then go gank your *** off. If there are no ganking opportunities, then keep jungling. If they do not have a jungler, feel free to go jungle in their side.

As a general rule, you do not invade their jungle as Amumu when they have a jungler.

Leashing

Leashing is the act of having someone other than the jungler hit a neutral minion once and then running away. This is usually done at the very beginning of the game on either blue or red buff (90% of time on blue). This is done to prevent a load of damage being done to the jungler because as it is not the jungler who first attacked the minion, the minion will not take notice of the jungler, even while the jungler is owning the minion until the minion loses aggro on the leasher. This can prevent anywhere from 200 damage upwards to the jungler when done at blue and will drastically increase the efficiency of jungling.

Always get a leash on blue buff for Amumu, he cannot afford to lose that 200 extra hp in the jungle, being how weak he is.

Anyways, just remember; Amumu, as a jungler, does not stay in the jungle, he goes in, gets to level 6, gets out, and then gank the **** out of everyone else, as explained by this video by stonewall008:
In actual fact, there is more than one method of jungling. A method of jungling, not a path, is the goal of a type of jungling. These methods are :

Aggressive jungling, which aims at leveling up and gaining gold at the most efficient pace which includes invading the enemy's jungle. Very fast, but most risky.
Superior jungling, which aims at clearing the jungler's own side of the jungle at the fastest pace, i.e. the path of blue, then wolves, the wraiths, then red, and then golem.
Sustained jungling, which aims at keep up the jungler's health and mana as much as possible while jungling by not taking either buff until level 3 or 4. Very slow, but very safe.

Amumu is best suited to superior jungling as he relies on ganking to improve his team's chance of success and not invading the enemy jungle. Therefore, the best method is the one that levels up the jungler fastest at the least risk.
An example of jungle Amumu doing one round of jungle can be seen in stonewall008's video, he used the superior path (the path you should be taking):
Note that when starting at blue, he didn't have a leash, and so ended up with half health by the time he killed the golem, with a leash, you should have at least 3/4 of your health when the blue golem dies.

Counter-Jungling and Amumu

Introduction

Counter-jungling is the act of going into the opponent's jungle and slow down the jungling speed of the other by stealing experience and gold while boosting your own experience and gold. This can be as simple as stealing some minions or to outright kill the other jungler. Counter-jungling forms an important aspect of the aggressive jungle path, as show by this video, by stonewall008:
This video shows the basic route for aggressive jungling.

But wait, what does this have to do with Amumu, who takes the superior jungle path? Well, since we know that Amumu is a weak jungler, it is highly possible than some random idiot will decide to counter-jungle you. If you have once gone to your wraiths and saw that the blue one was missing, or perhaps one of your small golems went missing, you have been counter-jungled. Being counter-jungled means that your experience and gold will be less than normal and makes it inefficient to keep jungling at the normal rate, which destroys the purpose of you being a jungler.

Recovery

So how do we fix this? There is a fourth method of jungling that no one takes UNLESS they have been counter-jungled. This is the recovery path, which aims at maximizing efficient use of what health and mana you have. It is essentially jungling without mana using a mana-dependent champion. This path is the slowest path of all, but is what you use when you have no other choice. This path is explained by stonewall008 in this video:
/league-of-legends/champion/warwick-11

Junglers to be aware of

These champions are champions who are either self-sustainable or have very high counter-jungling abilities and who may attempt to counter-jungle you:

The best way to avoid getting counter-jungled is probably awareness, through warding, explained further below.

Amumu and Counter-jungling

Introduction

So now that we know to be aware of the daunting fact of being counter-jungled, let's look at the other side of things; Amumu counter-jungling his enemy. It actually isn't very difficult, as counter-jungling can range from being as simple as taking out a wraith or two to as much as taking the golems AND red buff.

Counter-jungling with Amumu

The first rule to counter-jungling is that the counter-jungler ABSOLUTELY MUST BE ABLE TO CONTINUE JUNGLING after stealing minions. If you cannot continue after the steal, there is no point to counter-jungling.

The simplest thing you can do is go to the enemy's wraith camp and smite the big blue wraith to kill it, removing some gold and experience from the enemy. More elaborately, you can kill all the wraiths there for even more experience and gold. Afterwards, simply hurry over to your blue buff and, instead of only getting a leash, have you teammates assist you in killing the giant golem to make up for the lack of Smite. Continue jungling.

Another method is to set up wards around the enemy jungle and, when you see the enemy jungler going for a camp, signal your teammates to gank the jungler; after all, counter-jungling aims at slowing them down, pretty sure killing them fits perfectly :)
This video shows the basics of counter-jungling with anyone (again, by stonewall008)
The most I've ever been able to steal is the enemy wraith camp and one enemy golem, I will come out rather low, but worth if no one catches me :P
The order I personally counter-jungles in is I first take out the wraith camp
WITHOUT Smite, go up to the double golem camp and take out ONE golem using despair and Smite (because taking out both would get me too low to keep jungling and also it will reset the death timer, meaning that the two golems will respawn by the time the enemy gets to them, so instead of me getting two bonus golems, I get one bonus golem and the enemy getting one less golem). I usually use 2 health potions while counter-jungling.

After the steals, I call for a leash on blue and have my teammates help in killing golem to make up for not having Smite after counter-jungling using it. I then continue of jungle path.
This video, by stonewall008, is a video about advanced counter-jungling, how to do it, and how certain teammates can help you in your jungling:

Wards and Amumu

Warding is a very important part of the battle because it gives awareness to everyone on the team so they can prevent themselves from being ganked by knowing if someone is going to gank them. By warding, you can also know when the enemies are killing dragon and Baron so that your team can plan a steal or teamfight. Being the jungler, it is your job to place wards around the map because you will be on the move. If you know the enemies are warding a lot, see if you can spare 400 gold, if you can, get an Oracle's Elixir and then go around killing their wards. But be sure to not die!!

This map is a map of where you should ward:The Wards are prioritized in order of importance:
Black dots are top-priority wards. They guard the game-changing Baron and Dragon. After the 15 minute mark, you can choose to use Vision Wards instead of Sight Wards to see any wards the enemy team places.
Red dots are high-priority wards. They prevent ganks to your team and keeps your laners safe.
Purple dots are priority wards. They watch red and blue buff to prevent counter-jungling.
Yellow dots are low-priority wards. They watch the common routes into the jungle and to reveal any ambushes in the jungle.
Blue dots are wards you can do with or without as they aren't too important. It watches the enemy jungle and their buffs for chances of ganks.
Purple crosses are offensive wards. They reveal sections of the enemy base near the walls to allow better harassment through the wall. These wards are used only when attacking the enemy at their base.

Be sure to always buy at least one ward every time you go back if gold allows. I personally get 2-3 wards every time unless I have no gold.

Playstyle - Mid-game

Midgame is, for, Amumu usually the stage after level 9, when you can start ganking full time. That is exactly what you only do; gank as much and as often as you can. Simply seek out an overextended lane, Bandage Toss in and unleash your Despair and Tantrum. If need be, pop Curse of the Sad Mummy. Very unlikely both will get away if your teammates are any use.

Depending on how good your teammates are, or how bad the enemy is, this is stage that Amumu shines in the most. He is an excellent ganker in this stage if you have teammates that can shut down an enemy in mere seconds but require time to set up, or have teammates that can have massive output, but needs to be close to the enemy. Examples include Malzahar and his well-known and deadly combo, Karthus and his high output and generally any farmed AD champions like Caitlyn, Vayne and Pantheon.

Grab neutral minions when you can, although the red and blue buffs should really go to the AD carry and mage, respectively. If they are just too busy to go grab it, by all means take them; no point letting them go to waste.

Playstyle - Late-game

Lategame is, for practically everyone, the stage in which going anywhere by yourself is suicide, the stage in which one teamfight can turn the game around and the stage in which Baron has to be constantly watched.

If your teammates were not the best ones, or if your enemy is simply too cunning, this stage is when Amumu becomes a game-changer. If you had no opportunities to gank before this, there will be plenty to chances to gank here. Amumu's ultimate can easily disable an entire team if placed correctly and is a perfect way to initiate a teamfight; the order in which a teamfight occurs with you there is usually similar to this:

Team gathers at location
Members of both teams poke in and out, using various low cd skills to harass
An unfortunate person overextends just that little bit
You, as Amumu, unleashes Bandage Toss to that person
Your is used, enemy team is disabled
Your team rushed in and lays waste to any stunned enemies
Your team wins teamfight
Your team pushes like hell

Remember, as the tank, it is your job to soak up the damage and rely on your teammates to fight, not let your teammates take the damage and you fight. If the enemy Nidalee throws that spear towards your unfortunate Ashe, walk in front, you will take barely anything which you regen in half a second instead of your Ashe getting one-shotted.

Tricks

Mark a clear target- if you are beginning a teamfight, what better way to mark the first target to die than one that has been hit by a Bandage Toss? Try and throw the bandage at the enemy's carry to mark the target.

Chasing- instead of chasing the 100 health Cho'Gath and trying to kill him with auto attacks, use Despair and run after him, you will not get slowed down for trying to attack him and possibly letting him run away and he will take damage and die by himself.

Travelling- when needing to go to a place through the jungle, speed yourself up by Bandage Tossing a minion over a wall. You can get to a fight like this near Baron or dragon by tossing towards them. Likewise, this skill can be used to pull yourself away from enemies.

Juking- if an enemy is trying to chase you, simply lead him into the jungle and enter a patch of brush and go out the other side, then, the moment the chaser gets out of the brush, Bandage Toss him and run back into the brush and out the other way, very effective at dodging an enemy, but not as useful with a team behind you (which is something that really shouldn't happen).

Q & A

Q.Why do you get Philosopher's Stone so fast after Heart of Gold? Isn't better to rush Aegis of the Legion as it's only good early game?
A.Theoretically that is a very good choice, but I have tested the effects and have found that Aegis of the Legion doesn't really help the team at all because you will be jungling and ganking most of the time, meaning that the aura isn't really used by anyone on your team for a long period of time until you start ganking full time and pushing, by which time the effects will be rather useless. Getting a Philosopher's Stone, on the other hand, improves your ability to gank continuously as the regen will heal you by the time you gank again if you get damaged during the first gank, not to mention the gold per 10 to really speed your item build up.

Q. Warwick needs Smite to jungle like every other jungler.
A.Yes, that's true and I don't disagree with you there. I don't recommend jungling without Smite on Warwick anyways, maybe my wording was a bit strange, so I'll get to change that. What I meant was, for those who are confused, jungling with Warwick while not using Smite is viable, except they are really dragging down their own team. Just for reference, I have seen a lot of Warwicks not using Smite to jungle.

Fin

Well, that's the end of this guide, hopefully you found this to be useful and have had success with this build. I haven't yet found any problems yet, considering I've been playing Amumu for a while now. Any votes and suggestions are appreciated.
Endless Thanks to stonewall008 for his jungling videos which anyone can learn from! Be sure to visit his Youtube channel!!

Also thanks to my friend Darren, who has been a great help, both in this guide and in life, though he sometimes feeds >.>

Now go out, and have fun!!

Guide Updates

It's not written like 7/20 because being Australian, I read the other way around (20/7 is 20th of July, not 7/20) and I think I'm better off using this system -.-